All times are UTC - 6 hours
Tutorial: Outdoor portalling pt. 1
Moderators: Forum Moderators, Anarchic-X Mappers
| Author | Message |
|---|---|
|
la la la la lala la la la... fa fa fa fafafa fa fa... ha ha ha ha ha! ha ha ha ha ha!
Joined: Tue Feb 22, 2005 2:46 pm Posts: 5922 Location: Long Island, New York XFire: cornrow Xbox Live: Sourground |
|
|
I know a lot of you have been waiting for this, and I finally have the time. I'll try to explain this the best I can. Extra special 'thank you' to Flipsen for making outdoor portalling much easier to understand!
For this example we have a hill with 2 players on both sides.
Without outdoor portals the game will draw everything on the other side of the hill for both of them, even though they technically cannot see each other. Why? Because meshes (both terrain & patch) are Detail by default, and Detail brushes do not block vis and/or portals. So here is the solution. Step 1: When you want to have a portal cell cutting through this terrain, it's best to fill as much unseen area under the terrain with a solid structural brush textured with Caulk. Here is a portal cell without the caulk brush. This cell goes from the bottom of the skybox to the top, left to right.
This portal cell will work (read: will not fail during compile), but doesn't do much to help FPS. It is correct in the sense that there are no leaks, but because there is nothing to block the view beneath the terrain, everything on the other side of the hill will still be drawn by the game. Step 2: To block vis on the other side of the hill without actually seeing anything (read: a wall, building, etc...), draw out a caulk brush with the same dimensions as the portal cell that goes from the bottom of the skybox to just under the terrain, and resize the portal cell so it sits right on top of this brush. As you can see, the caulk brush does not pass through the terrain.
Here it is again with only the caulk brush selected.
Here it is again with only the portal cell selected.
Now there is a Structural brush blocking vis between the 2 players, so as long as your view is below the top of the caulk brush, the game will draw what is going on beyond it, greatly increasing FPS & reducing visible tris. When doing outdoor portals, always use this method when possible, it will help you very, very much, especially with larger maps. Pt. 2 of this tutorial coming very soon.. _________________ My maps United Offensive | Wesel - Wesel 2 - Bastogne - Luxembourg - North Africa - Normandy | Call of Duty 2 | Neuville | World at War | Neuville - Dawnville - Trainwreck - Ponyri - Farm - Bastogne - Bocage - Strasbourg - Vitebsk | | NZ Factory | Company of Heroes | Farmland | | Anarchic-x World at War BAS mod | Modern Warfare Star Wars mod | |
|
| Top |
|
|
master pranner Joined: Sun Feb 05, 2006 5:40 am Posts: 1792 Location: Amsterdam, The Netherlands |
|
|
Da da da da da, anyone ever need help with portalling let me know!
Nice tut Cornrow! _________________ Finally Oil prices go down. But energy prices go up?! It's called the law of conservation of energy prices |
|
| Top |
|
|
Tu Lawng
Joined: Thu May 05, 2005 6:16 am Posts: 8690 Location: Talking to myself apparently XFire: fullwood Xbox Live: Spartan245 |
|
|
I get it!
![]() _________________ Contact an Admin! ![]() Desert Oasis - Preview!-Feedback! Operation: Condor - Preview!-Feedback! |
|
| Top |
|
All times are UTC - 6 hours
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum



